//pos1 and //pos2 eliminates the double/triple click problem. You might also read //hpos1 and //hpos2.
I think printing my WE command list will also help (keep it handy and refer to it often!).
I use mumfrey's macro/keybind mod too.
He offered a trick that I use with great regularity.
A quick look and I couldn't find mumfrey's trick. It's in his thread... You hold CTRL down and hit left mouse (activates //hpos1) or hold CTRL and hit right mouse (activate //hpos2). It works with whatever is in your hand. Much easier than sk89q's method. The macro applies to the CTRL button I think. Search his macro keybind posts by mumfrey and you'll find it.
One last thought... sk89q is a very good guy... if you post a problem in his thread he or one of his subordinates will probably answer it. Brain smoking; I quit! Lou
What ways do you guys use to erode cliffs caused by new chunks generated with different world gen parameters? I'm trying to get rid of chunk cliffs as I go, but "smooth" isn't doing what I'd expect it to (smooth the highest side of the wall into a slope).
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
What ways do you guys use to erode cliffs caused by new chunks generated with different world gen parameters? I'm trying to get rid of chunk cliffs as I go, but "smooth" isn't doing what I'd expect it to (smooth the highest side of the wall into a slope).
Did you try //smooth 10 (number of times to apply //smooth)?
I do it by hand. Once I'm content with the slope //naturalize works sort of... the new stone blocks do not change.
I tried //smooth # and it does work. Select the lowest corner, then the highest opposite corner (away from the edge). //Smooth # and the cliff is modified. If that isn't what you want the OP (page 1, post 1) contains a link where you can report a bug or ask for changes.
Lou
I think you too would benefit from downloading and printing the WE command list in my signature.
So I have this tower that I'd like to move. A cylinder selection slices it perfectly out of the landscape and it goes into a schematic with everything but microblocks intact, even ArchitectureCraft blocks. (And the microblocks weren't a big surprise. Copying and pasting Forge microblocks has never worked in WorldEdit. I wouldn't be using them if I could come up with a good way to make evenly spaced crenelations around a circular tower without them, but there's only a few dozen and I can put them on by hand later.)
The one thing is, when I PASTE the schematic, it pastes into a square hole in the ground. Even if selection is still set to cylinder.
Is there any way to change this behavior?
(I mean, it's not a big deal, I can easily fill in around the tower by hand, or with a few worldedit commands. But still...)
Well, aside from the part where my client crashed a second or so after pasting, because I just regenerated my world and the schematic I pasted now contains an invalid block entity ... that indeed did the trick. Thanks!
Does worldedit have the capacity to remove ore dictionary blocks from selections?
Asking because when I do my current chunk border-smoothing routine, if any trees/leaves happen to be on the path, they get flattened into ugly bushes, and the air blocks below the leaves cause pits to form on the otherwise smooth mountainside.
If I could run a command (or a script? how?) to delete all logWood + treeLeaves entries from a selection before smoothing terrain, I'd basically be all set...
Rollback Post to RevisionRollBack
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
@ Geethebluesky;
What I use above my railroad: (from where I stand) 2 to the rear, 16 to the front, 5 wide by 200 up.
Change //outset, remove //expand 14 me, //replace snow air, //replace vines air, and add //replace 162 air.
Or you could also try //remove log2, I think I tried //remove log and it did not work.
//outset without the -h will expand your selection in all directions by the number you post.
You can also //expand 20 20 n, //expand 20 20 e (41 x 41 x 1 high square). Any more guidance is probably better with a PM. GL
//pos1
//pos2
//outset -h 2
//expand 14 me
//expand 200 u
//replace leaves air
//replace leaves2 air
//replace snow air
//replace vines air
//replace 17 air
It may change in the future but currently, sk89q still uses the numerical designation of some blocks, 1.12.2 and below (dye and log, there may be others).
In world Edit, I can use tools to quickly spawn in trees, such as /forest oak, or /tree spruce.
I want to make my own variety/species of tree that I can spawn in using commands. It will use vanilla blocks, but I want to manually build the variations of the tree, and save them as a new type. Then use this new type of tree in my commands. Thanks.
okay so how do I generate a torus doughnut shape with world edit cause what I've seen it doesn't work to make a doughnut shape it makes an inverted one that is like only a third of what I would like also inverted as I said
Hey, anyone knows why when using World edit on FTB infinity evolved 3.1.0 (minecraft version: 1.7.10) That blocks change from one to another when loading a schematic?
I has a save file on FTB infinity evolved 2.5.0 that I copied to 3.1.0.
If I copy something from the duplicate file, to a newly generated file, the content will swap one type of blocks to another (for example stair blocks into stone blocks) It appear to be happening to even vanilla blocks.
Copying the build, exporting it as schematic and loading it in the same save works as expected. But from the converted save to a new save is broken (in the same version, same mods). The converted save looks and works fine, no mod issues.
I don't know how the schematic file system works. I assume this has something to do with block ID's? I would assume that when I open a modded minecraft file into a newer version, that it converts the blocks, but they apparently have something weird still about them?
I have not had much trouble copying even modded content with world edit before, but I do now. I'm using world edit file called: worldedit-forge-mc1.7.10-6.0-beta-01.jar
Is there a way to replace a biome, rather than set it for the whole selection? Meaning, I have a large area which contains a bit of Savanna biome. I want to turn it into Plains, but without affecting the other biomes that are in the area, like Beach and Ocean. Is it somehow possible to //setbiome plains only for blocks that are currently savanna?
Hold a wooden axe, right-click the NW corner, left-click the SE corner, type //setbiome Plains. If that doesn't work try plains.
Setbiome won't change any blocks. Odds are the grass will eventually be greener, and the weather will change. If you want to change blocks download my signature.
It gives a short description of what each command does.
You will have to do that for each savanna section.
That doesn't answer my question, because it sets all the blocks in the selection to plains. I specifically want to change a biome to another without affecting the rest. So select big area that contains savanna, beach and oceans and replace only the savanna with plains.
And yes, the grass color and rain is the main reason to do this.
NO BLOCKS are changed with //setbiome (Acacia trees will still be there and will not disappear unless you take them down or replace them)! Even the change to grass color will not be immediately visible! I honestly do not know how long before the change takes effect but it will (I suspect the change is immediate but not visible until after the area is regenerated, you leave then return).
If I am in the center of a desert and "//setbiome jungle" the blocks that are effected remain sand, cacti, whatever!!!
Try it, find a desert, select a 3x3 area then //setbiome jungle.
When nothing visible changes //undo (provided you did nothing after //setbiome) will negate your change.
"//replace sand grass" will cause changes but only in blocks that I selected. Anything below or above my selection will be unaffected!
That doesn't answer my question, because it sets all
the blocks in the selection to plains. I specifically want to change a
biome to another without affecting the rest. So select big area that
contains savanna, beach and oceans and replace only the savanna with plains.
The costly alternative would be using the poly-selection with //sel poly to create a selection that only contains the target biome
NO BLOCKS are changed with //setbiome (Acacia trees will still be there and will not disappear unless you take them down or replace them)!
I know that. You are not understanding my question. I have a bit of Savanna sandwiched between several other biomes (pains, beach, ocean) and I want to change only the Savanna in the selection to plains. This is not about replacing blocks, I am perfectly happy with the actual blocks that are there; I just need to change that Savanna without affecting the surrounding biomes. A selection and //setbiome will change every block inside the selection to the new biome (changing the biome of the block, I am aware it's not the block itself) rather than just Savanna blocks.
TileEntity seems to have understood the problem. If a poly-selection is the only way, then I guess there's no biome mask/filter for //setbiome.
You can right-click (wooden axe) one extreme; left-click the opposite extreme (of the Savanna); then //setbiome plains. Only the area within the right and left clicks will be effected. //setbiome ONLY affects the weather/color of certain blocks NO BLOCKS/ITEMS are changed/replaced!!! There are no brush effects I'm aware of with //setbiome.
You are correct, I cannot visualize why you want to do this, or the reason.
I build a large horse corral on the east side of my base (y = 64). I prefer the grass color offered by the jungle biome. I "//replace whatever grass" (one large square with nothing except grass) was in this area then //setbiome jungle (Ocelots do occasionally spawn there once //setbiome is complete).
A small (21n-s x 11e-w) area immediately to the west of the corral, I modify as a mushroom_island biome. I grow one large red and one large brown mushroom.
I prefer lots of villages and desert temples (not enamored with jungle temples) so the majority of my bases are in or surrounded by deserts.
Follow all of sk89ks links ( my upper link). It explains how to set brush size among other things!
Slow down just a little and I think you'll have better luck!
Daddy - Lou
Download my WE link... Click the fourth column... then open and read ALL links that appear there.
http://wiki.sk89q.com/wiki/WorldEdit/Brushes... READ the entire page! (/size?)
//pos1 and //pos2 eliminates the double/triple click problem. You might also read //hpos1 and //hpos2.
I think printing my WE command list will also help (keep it handy and refer to it often!).
I use mumfrey's macro/keybind mod too.
He offered a trick that I use with great regularity.
A quick look and I couldn't find mumfrey's trick. It's in his thread... You hold CTRL down and hit left mouse (activates //hpos1) or hold CTRL and hit right mouse (activate //hpos2). It works with whatever is in your hand. Much easier than sk89q's method. The macro applies to the CTRL button I think. Search his macro keybind posts by mumfrey and you'll find it.
One last thought... sk89q is a very good guy... if you post a problem in his thread he or one of his subordinates will probably answer it. Brain smoking; I quit! Lou
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
What ways do you guys use to erode cliffs caused by new chunks generated with different world gen parameters? I'm trying to get rid of chunk cliffs as I go, but "smooth" isn't doing what I'd expect it to (smooth the highest side of the wall into a slope).
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Did you try //smooth 10 (number of times to apply //smooth)?
I do it by hand. Once I'm content with the slope //naturalize works sort of... the new stone blocks do not change.
I tried //smooth # and it does work. Select the lowest corner, then the highest opposite corner (away from the edge). //Smooth # and the cliff is modified. If that isn't what you want the OP (page 1, post 1) contains a link where you can report a bug or ask for changes.
Lou
I think you too would benefit from downloading and printing the WE command list in my signature.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
amazing. the forge download link is down. here take this thing. o <-- potato
So I have this tower that I'd like to move. A cylinder selection slices it perfectly out of the landscape and it goes into a schematic with everything but microblocks intact, even ArchitectureCraft blocks. (And the microblocks weren't a big surprise. Copying and pasting Forge microblocks has never worked in WorldEdit. I wouldn't be using them if I could come up with a good way to make evenly spaced crenelations around a circular tower without them, but there's only a few dozen and I can put them on by hand later.)
The one thing is, when I PASTE the schematic, it pastes into a square hole in the ground. Even if selection is still set to cylinder.
Is there any way to change this behavior?
(I mean, it's not a big deal, I can easily fill in around the tower by hand, or with a few worldedit commands. But still...)
what happens when you do //paste -a
Well, aside from the part where my client crashed a second or so after pasting, because I just regenerated my world and the schematic I pasted now contains an invalid block entity ... that indeed did the trick. Thanks!
Does worldedit have the capacity to remove ore dictionary blocks from selections?
Asking because when I do my current chunk border-smoothing routine, if any trees/leaves happen to be on the path, they get flattened into ugly bushes, and the air blocks below the leaves cause pits to form on the otherwise smooth mountainside.
If I could run a command (or a script? how?) to delete all logWood + treeLeaves entries from a selection before smoothing terrain, I'd basically be all set...
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
@ Geethebluesky;
What I use above my railroad: (from where I stand) 2 to the rear, 16 to the front, 5 wide by 200 up.
Change //outset, remove //expand 14 me, //replace snow air, //replace vines air, and add //replace 162 air.
Or you could also try //remove log2, I think I tried //remove log and it did not work.
//outset without the -h will expand your selection in all directions by the number you post.
You can also //expand 20 20 n, //expand 20 20 e (41 x 41 x 1 high square). Any more guidance is probably better with a PM. GL
//pos1
//pos2
//outset -h 2
//expand 14 me
//expand 200 u
//replace leaves air
//replace leaves2 air
//replace snow air
//replace vines air
//replace 17 air
It may change in the future but currently, sk89q still uses the numerical designation of some blocks, 1.12.2 and below (dye and log, there may be others).
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
The page for forge isnt there anymore?
Edit: The page is here.
In world Edit, I can use tools to quickly spawn in trees, such as /forest oak, or /tree spruce.
I want to make my own variety/species of tree that I can spawn in using commands. It will use vanilla blocks, but I want to manually build the variations of the tree, and save them as a new type. Then use this new type of tree in my commands. Thanks.
okay so how do I generate a torus doughnut shape with world edit cause what I've seen it doesn't work to make a doughnut shape it makes an inverted one that is like only a third of what I would like also inverted as I said
Hey, anyone knows why when using World edit on FTB infinity evolved 3.1.0 (minecraft version: 1.7.10) That blocks change from one to another when loading a schematic?
I has a save file on FTB infinity evolved 2.5.0 that I copied to 3.1.0.
If I copy something from the duplicate file, to a newly generated file, the content will swap one type of blocks to another (for example stair blocks into stone blocks) It appear to be happening to even vanilla blocks.
Copying the build, exporting it as schematic and loading it in the same save works as expected. But from the converted save to a new save is broken (in the same version, same mods). The converted save looks and works fine, no mod issues.
I don't know how the schematic file system works. I assume this has something to do with block ID's? I would assume that when I open a modded minecraft file into a newer version, that it converts the blocks, but they apparently have something weird still about them?
I have not had much trouble copying even modded content with world edit before, but I do now. I'm using world edit file called: worldedit-forge-mc1.7.10-6.0-beta-01.jar
Is there a way to replace a biome, rather than set it for the whole selection? Meaning, I have a large area which contains a bit of Savanna biome. I want to turn it into Plains, but without affecting the other biomes that are in the area, like Beach and Ocean. Is it somehow possible to //setbiome plains only for blocks that are currently savanna?
Hold a wooden axe, right-click the NW corner, left-click the SE corner, type //setbiome Plains. If that doesn't work try plains.
Setbiome won't change any blocks. Odds are the grass will eventually be greener, and the weather will change. If you want to change blocks download my signature.
It gives a short description of what each command does.
You will have to do that for each savanna section.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
That doesn't answer my question, because it sets all the blocks in the selection to plains. I specifically want to change a biome to another without affecting the rest. So select big area that contains savanna, beach and oceans and replace only the savanna with plains.
And yes, the grass color and rain is the main reason to do this.
NO BLOCKS are changed with //setbiome (Acacia trees will still be there and will not disappear unless you take them down or replace them)! Even the change to grass color will not be immediately visible! I honestly do not know how long before the change takes effect but it will (I suspect the change is immediate but not visible until after the area is regenerated, you leave then return).
If I am in the center of a desert and "//setbiome jungle" the blocks that are effected remain sand, cacti, whatever!!!
Try it, find a desert, select a 3x3 area then //setbiome jungle.
When nothing visible changes //undo (provided you did nothing after //setbiome) will negate your change.
"//replace sand grass" will cause changes but only in blocks that I selected. Anything below or above my selection will be unaffected!
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf
The costly alternative would be using the poly-selection with //sel poly to create a selection that only contains the target biome
I know that. You are not understanding my question. I have a bit of Savanna sandwiched between several other biomes (pains, beach, ocean) and I want to change only the Savanna in the selection to plains. This is not about replacing blocks, I am perfectly happy with the actual blocks that are there; I just need to change that Savanna without affecting the surrounding biomes. A selection and //setbiome will change every block inside the selection to the new biome (changing the biome of the block, I am aware it's not the block itself) rather than just Savanna blocks.
TileEntity seems to have understood the problem. If a poly-selection is the only way, then I guess there's no biome mask/filter for //setbiome.
You can right-click (wooden axe) one extreme; left-click the opposite extreme (of the Savanna); then //setbiome plains. Only the area within the right and left clicks will be effected. //setbiome ONLY affects the weather/color of certain blocks NO BLOCKS/ITEMS are changed/replaced!!! There are no brush effects I'm aware of with //setbiome.
You are correct, I cannot visualize why you want to do this, or the reason.
I build a large horse corral on the east side of my base (y = 64). I prefer the grass color offered by the jungle biome. I "//replace whatever grass" (one large square with nothing except grass) was in this area then //setbiome jungle (Ocelots do occasionally spawn there once //setbiome is complete).
A small (21n-s x 11e-w) area immediately to the west of the corral, I modify as a mushroom_island biome. I grow one large red and one large brown mushroom.
I prefer lots of villages and desert temples (not enamored with jungle temples) so the majority of my bases are in or surrounded by deserts.
I am completely unfamiliar with poly-selection.
Links to pdf format, downloadable, command lists for (these often clarify/expand descriptions, and where possible link to the author's posting):
MoreCommands: http://www.mediafire.com/view/qjc9c6klcnp660e/CmdLstMoreCommands.pdf
WorldEdit: http://www.mediafire.com/view/bi7r00xd9rgxrrt/WE_Commands.pdf